PuzzleDeck: Spatial MR Puzzles with Full-Scale Reveals
I’ve been building a mixed reality puzzle experience for Meta Quest 3/3s and just got it live on the Store. Would love some testers and honest feedback. I’m part of a super small team of three that loves building immersive experiences and mapping digital content to the physical world. It’s called PuzzleDeck. You load different puzzle kits and after each one is complete you unlock something that’s only possible in XR. Build a Great White Shark and see what 6 metres looks like standing in your living room. The reveal was one thing I felt was missing from puzzle building and could be really interesting in XR. I also wanted to build something that my kids would have fun with too. The Ocean Giants Puzzle Kit (Shark, Whale, Orca) is the free launch collection. Would genuinely love feedback on pretty much anything and everything. https://www.meta.com/experiences/puzzle-deck/27000539009540439/10Views0likes0CommentsIs it possible to create an Overlay like OVR Metrics Tool?
As the title suggests, I was wondering if it's potentially possible with creating an overlay like OVR Metrics Tool, as I am wanting to create an application like XSOverlay for Quest devices that are running standalone applications.166Views0likes10CommentsThe request of specific API documents for the MetaMovementSDK_Utility
Hi, There are only samples but no specific API documents or source code for the MetaMovementSDK_Utility, so I don't know what's the correct order to combine the different APIs to generate the interpolated poses from the local side, or whether it's possible from the host object(local side). From SerializeSkeletonAndFace(...), I can only guess or estimate that metaMovementSDK_createSnapshot, metaMovementSDK_snapshotBody and metaMovementSDK_snapshotFace may be used to achieve the desired functionality. It'd very helpful if you could offer the API documents of MetaMovementSDK_Utility. Regards H.G.10Views0likes0CommentsLatest Q3 Headset Software Update Crashing Unity Play Mode w/ Meta Link Active
Hello, a few of our developers have encountered an issue where after receiving the latest Q3 headset software update we now receive immediate Unity crashes when entering play mode with link enabled. Has anyone else encountered this? Started with headset update to software: v2.3.1034 - Build 5208318.3200.520 We are on Unity 6000.2.9f1. Meta XR SDK 78.0.0Solved278Views2likes6CommentsProblem with SharedSpace and Colocation
I'm currently working on a mixed reality project, the idea is to allow two players who are physically in the same real world space to place objects around the room. Right now I'm working on the multiplayer part of the project. I used a custom script instead of the Building Blocks to connect both users using Photon Fusion and create a room with a code. The problem is that, during testing, the players do not see objects in the same positions. The objects move correctly, but they appear in different locations for each user. To fix this, I started looking into Space Sharing and Colocation so I can ensure both users share the same room alignment and anchors. I started implementing it, but I ran into another problem: I don't seem to be able to test it properly, is the only way to test this with two physical devices? Currently, I'm trying to test using one device and the Unity Editor with XR Simulator. When testing, I can see all the debug logs on the device build. When using the XR Simulator, it does not finish the process of creating the anchor IDs, and if it is running as the client, it never finishes retrieving the anchors either, in both cases, it only shows: "Starts the process..." (<- my debug log) For the Building Blocks, I'm using Passthrough, Shared Spatial Anchor Core, NetworkManager, Platform Init, and Effect Mesh to verify whether both users are sharing the same room.40Views0likes2CommentsURP Problem in MRUK Project
2026/05/11 15:29:48.618 29798 29832 Error Unity NullReferenceException: Object reference not set to an instance of an object. 2026/05/1115:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineManager.TryPrepareRenderPipeline (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset, System.IntPtr loopPtr, UnityEngine.Object renderRequest) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() 2026/05/11 15:29:48.618 29798 29832 Error Unity UnityEngine. I’ve run into this problem a couple of times now. Basically, the project works fine in the editor, but after building it and opening it on the Quest, everything is completely black. If I get too close to the walls, I can see the blue grid warning that appears when you are near the boundaries, but other than that, I can’t see anything. The first couple of times, reimporting the project library or setting the passthrough composition depth to 1 fixed it. I also tried checking the quality and graphics settings and creating a new URP asset, but none of that worked.25Views0likes0CommentsUnity Movement SDK
I lost the ability of body tracking a few hours ago, I was doing some updates in my project so I thought I might broke something inside Unity then I tested a previous build which had a working body track but the tracking didn't work also Is it a bug in Meta Horizon Link? Meta Quest 3 Version 2.3.1034 Meta Horizon Link Version 201.0.0.73.547252Views1like6CommentsUnity – Room creation working on one device but not on another.
I’m currently working on a project using MRUK. It uses room scanning to instantiate walls, floors, ceilings, and so on. The user can place objects in their room. When I test on my device, everything works fine. However, on my friend’s device, it doesn’t work. The objects are not moving and just float in the air. After some debugging, we found that the room was not being created, so there is nowhere for the objects to be placed. I added an effect mesh and immersive debug tools to understand what was happening on my friend’s device. The room is not being created, and the console shows logs like “Room not found,” along with other debug messages I added to check if any room data was being returned from the device. We tried reverting to earlier versions where we are sure everything was working, but the issue persists on his device (mine works fine). This makes me think it could be related to permissions. However, after checking the settings, the app does have permission to access spatial data. We also tried clearing all scanned rooms and spatial data from his device, and even reinstalling the app, but nothing worked. Some additional details that might be relevant: - We are using SideQuest to install the builds - In the latest versions, we added multiplayer using Photon - We tried scanning the room before opening the app, and also triggering a scan from within the app using a button45Views0likes1CommentBlurry Textures vs Mip Mapping
I'm struggling to get my models to appear sharp on Quest - They are fine in the Meta XR Simulator. The problem seems to be linked to Mip Mapping. If I uncheck Generate Mip Map on my textures, they appear sharp, but they I get some odd flickering that seems like an aliasing artifact. I tried disabling anti-aliasing to no avail. Maybe it i possible to see it here: If I enable mip mapping, then the texture only appears sharp if it is literally 5cm from the VR camera I have tried playing with Mipmap Limit Groups, to no avail. My textures are 4k, I have tried to set max size to different values. Has anyone dealt with similar issues?31Views0likes1CommentThe position of the Vignette in OVRVignette is off-center from the field of view.
When using OVRVignette, the position where the field of view is narrowed is off-center from the field of view. Besides being off-center, different areas are obscured by each eye, making it very difficult to see. _OpaqueMaterial.SetVectorArray(_ShaderScaleAndOffset0Property, _OpaqueScaleAndOffset0); I think the above process probably changes a shader variable to determine the Vignette's position, but I don't know anything beyond that... Does anyone else have the same symptoms or know of a solution? Unity 6000.2.15f1 Meta XR Core SDK 85.0.0 Using Meta Quest 3 Meta Quest Link 85.0.0.239.55228Views1like2Comments